如何在各种语言中实现以下函数?

计算圆周长上的(x,y)点,给定输入值:

半径 角 起源(可选参数,如果语言支持)


当前回答

在JavaScript (ES6)中实现:

/**
    * Calculate x and y in circle's circumference
    * @param {Object} input - The input parameters
    * @param {number} input.radius - The circle's radius
    * @param {number} input.angle - The angle in degrees
    * @param {number} input.cx - The circle's origin x
    * @param {number} input.cy - The circle's origin y
    * @returns {Array[number,number]} The calculated x and y
*/
function pointsOnCircle({ radius, angle, cx, cy }){

    angle = angle * ( Math.PI / 180 ); // Convert from Degrees to Radians
    const x = cx + radius * Math.sin(angle);
    const y = cy + radius * Math.cos(angle);
    return [ x, y ];

}

用法:

const [ x, y ] = pointsOnCircle({ radius: 100, angle: 180, cx: 150, cy: 150 });
console.log( x, y );

Codepen

/** * Calculate x and y in circle's circumference * @param {Object} input - The input parameters * @param {number} input.radius - The circle's radius * @param {number} input.angle - The angle in degrees * @param {number} input.cx - The circle's origin x * @param {number} input.cy - The circle's origin y * @returns {Array[number,number]} The calculated x and y */ function pointsOnCircle({ radius, angle, cx, cy }){ angle = angle * ( Math.PI / 180 ); // Convert from Degrees to Radians const x = cx + radius * Math.sin(angle); const y = cy + radius * Math.cos(angle); return [ x, y ]; } const canvas = document.querySelector("canvas"); const ctx = canvas.getContext("2d"); function draw( x, y ){ ctx.clearRect( 0, 0, canvas.width, canvas.height ); ctx.beginPath(); ctx.strokeStyle = "orange"; ctx.arc( 100, 100, 80, 0, 2 * Math.PI); ctx.lineWidth = 3; ctx.stroke(); ctx.closePath(); ctx.beginPath(); ctx.fillStyle = "indigo"; ctx.arc( x, y, 6, 0, 2 * Math.PI); ctx.fill(); ctx.closePath(); } let angle = 0; // In degrees setInterval(function(){ const [ x, y ] = pointsOnCircle({ radius: 80, angle: angle++, cx: 100, cy: 100 }); console.log( x, y ); draw( x, y ); document.querySelector("#degrees").innerHTML = angle + "&deg;"; document.querySelector("#points").textContent = x.toFixed() + "," + y.toFixed(); }, 100 ); <p>Degrees: <span id="degrees">0</span></p> <p>Points on Circle (x,y): <span id="points">0,0</span></p> <canvas width="200" height="200" style="border: 1px solid"></canvas>

其他回答

在JavaScript (ES6)中实现:

/**
    * Calculate x and y in circle's circumference
    * @param {Object} input - The input parameters
    * @param {number} input.radius - The circle's radius
    * @param {number} input.angle - The angle in degrees
    * @param {number} input.cx - The circle's origin x
    * @param {number} input.cy - The circle's origin y
    * @returns {Array[number,number]} The calculated x and y
*/
function pointsOnCircle({ radius, angle, cx, cy }){

    angle = angle * ( Math.PI / 180 ); // Convert from Degrees to Radians
    const x = cx + radius * Math.sin(angle);
    const y = cy + radius * Math.cos(angle);
    return [ x, y ];

}

用法:

const [ x, y ] = pointsOnCircle({ radius: 100, angle: 180, cx: 150, cy: 150 });
console.log( x, y );

Codepen

/** * Calculate x and y in circle's circumference * @param {Object} input - The input parameters * @param {number} input.radius - The circle's radius * @param {number} input.angle - The angle in degrees * @param {number} input.cx - The circle's origin x * @param {number} input.cy - The circle's origin y * @returns {Array[number,number]} The calculated x and y */ function pointsOnCircle({ radius, angle, cx, cy }){ angle = angle * ( Math.PI / 180 ); // Convert from Degrees to Radians const x = cx + radius * Math.sin(angle); const y = cy + radius * Math.cos(angle); return [ x, y ]; } const canvas = document.querySelector("canvas"); const ctx = canvas.getContext("2d"); function draw( x, y ){ ctx.clearRect( 0, 0, canvas.width, canvas.height ); ctx.beginPath(); ctx.strokeStyle = "orange"; ctx.arc( 100, 100, 80, 0, 2 * Math.PI); ctx.lineWidth = 3; ctx.stroke(); ctx.closePath(); ctx.beginPath(); ctx.fillStyle = "indigo"; ctx.arc( x, y, 6, 0, 2 * Math.PI); ctx.fill(); ctx.closePath(); } let angle = 0; // In degrees setInterval(function(){ const [ x, y ] = pointsOnCircle({ radius: 80, angle: angle++, cx: 100, cy: 100 }); console.log( x, y ); draw( x, y ); document.querySelector("#degrees").innerHTML = angle + "&deg;"; document.querySelector("#points").textContent = x.toFixed() + "," + y.toFixed(); }, 100 ); <p>Degrees: <span id="degrees">0</span></p> <p>Points on Circle (x,y): <span id="points">0,0</span></p> <canvas width="200" height="200" style="border: 1px solid"></canvas>

当你有复数的时候谁还需要三角函数

#include <complex.h>
#include <math.h>

#define PI      3.14159265358979323846

typedef complex double Point;

Point point_on_circle ( double radius, double angle_in_degrees, Point centre )
{
    return centre + radius * cexp ( PI * I * ( angle_in_degrees  / 180.0 ) );
}

圆的参数方程是

x = cx + r * cos(a)
y = cy + r * sin(a)

r是半径,cx cy是原点,a是角度。

这很容易适应任何带有基本三角函数的语言。请注意,大多数语言会在三角函数中使用弧度作为角度,因此,而不是在0..360度,你在0。2π弧度。

我在c#中的实现:

public static PointF PointOnCircle(float radius, float angleInDegrees, PointF origin)
{
    // Convert from degrees to radians via multiplication by PI/180        
    float x = (float)(radius * Math.Cos(angleInDegrees * Math.PI / 180F)) + origin.X;
    float y = (float)(radius * Math.Sin(angleInDegrees * Math.PI / 180F)) + origin.Y;

    return new PointF(x, y);
}

在给定的距离下计算圆周上的点。 相比之下…… 这可能在游戏AI中很有用,当在一个直接路径上移动一个固体物体时。

public static Point DestinationCoordinatesArc(Int32 startingPointX, Int32 startingPointY,
    Int32 circleOriginX, Int32 circleOriginY, float distanceToMove,
    ClockDirection clockDirection, float radius)
{
    // Note: distanceToMove and radius parameters are float type to avoid integer division
    // which will discard remainder

    var theta = (distanceToMove / radius) * (clockDirection == ClockDirection.Clockwise ? 1 : -1);
    var destinationX = circleOriginX + (startingPointX - circleOriginX) * Math.Cos(theta) - (startingPointY - circleOriginY) * Math.Sin(theta);
    var destinationY = circleOriginY + (startingPointX - circleOriginX) * Math.Sin(theta) + (startingPointY - circleOriginY) * Math.Cos(theta);

    // Round to avoid integer conversion truncation
    return new Point((Int32)Math.Round(destinationX), (Int32)Math.Round(destinationY));
}

/// <summary>
/// Possible clock directions.
/// </summary>
public enum ClockDirection
{
    [Description("Time moving forwards.")]
    Clockwise,
    [Description("Time moving moving backwards.")]
    CounterClockwise
}

private void ButtonArcDemo_Click(object sender, EventArgs e)
{
    Brush aBrush = (Brush)Brushes.Black;
    Graphics g = this.CreateGraphics();

    var startingPointX = 125;
    var startingPointY = 75;
    for (var count = 0; count < 62; count++)
    {
        var point = DestinationCoordinatesArc(
            startingPointX: startingPointX, startingPointY: startingPointY,
            circleOriginX: 75, circleOriginY: 75,
            distanceToMove: 5,
            clockDirection: ClockDirection.Clockwise, radius: 50);
        g.FillRectangle(aBrush, point.X, point.Y, 1, 1);

        startingPointX = point.X;
        startingPointY = point.Y;

        // Pause to visually observe/confirm clock direction
        System.Threading.Thread.Sleep(35);

        Debug.WriteLine($"DestinationCoordinatesArc({point.X}, {point.Y}");
    }
}